TX12001rwb17_ESO wrote: »On the plus side subclassing gives us a chance that class change tokens will be a thing, if they can remove 2 skill lines then what it removing one more?
Cooperharley wrote: »I'd rather have this personally than be asked to pay for a class change token.
META chasers will still have a best build. There's no class identity really as is in PvE minus arcanist beams lol. Everyone is running the same DW/2H build largely. I'm excited to try out the different combos personally from a solo perspective and then I'll use whatever the best option is for vet trials and all that.
The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
Thoughts?
Instead of Subclassing, wouldn't a Class Change Token be better for everyone?
I don't like the idea of class change. To me it shortcuts actually playing the game. There are many different ways to level a new character so you can get used to that character and how it will play as you level the skills.
The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
DenverRalphy wrote: »During the livestream, they brought up that players were asking for the ability to change classes and that subclassing was their answer to it. Whether an outright class change token would have been better, or Subclassing, that's debatable. I know what I'd prefer, but it is what it is.
The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
KekwLord3000 wrote: »The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
eh those are 2 different things, class change tokens are for lazy/busy/hermits that don't want to level up a new char in an MMO (It's an mmo you are supposed to level multiple chars).
And subclass let's us have crazy combos , which increase the power extremely for us. Whoever doesn't want to subclass they are free to do so, ZOS doesn't point a gun to your head and forces you to abandon your chars.
KekwLord3000 wrote: »Whoever doesn't want to subclass they are free to do so, ZOS doesn't point a gun to your head and forces you to abandon your chars.
KekwLord3000 wrote: »The ones who want to experience a new class with their main would be satisfied. Be it for RP reasons or to breathe a new life into overland content without starting from scratch.
The ones who worry about homogenization, possible nerfs, or other imbalance issues would have nothing to worry about. Nothing for them would change after all.
The ones who want to experiment with different combinations of skill lines would be disappointed however. But personally I don't see why people would choose anything other than the specific most viable skills of any class. So I don't see much experimentation in the long run anyway.
Thoughts?
Whoever doesn't want to subclass they are free to do so, ZOS doesn't point a gun to your head and forces you to abandon your chars.
TX12001rwb17_ESO wrote: »I want a class change token for this reason.
Maybe I want my main to be a Necromancer or an Arcanist.
I don't want to make a "new" Necromancer because that "new" Necromancer is not my main, they have not done the quests, they don't have the crafting knowledge, they do not have the crafting motifs learned, they do not have the alliance rank, they do not have 10 years of "History"
My main is one of the oldest consistent Vampires in ESO, they became one back when this game was young before it was even on console back when Veteran Ranks were still a thing, a "new" Vampire would not be one of the oldest Vampires in ESO now would they, how does making a new character solve this problem?
Sub-Classing is not sufficient for this, If I want to be a Necromancer than I want to be a Full-Necromancer, not a one-third Necromancer.
Warhawke_80 wrote: »Classes were a Mistake in ESO...
Elder Scrolls games aren't limited by classes what you pick up is what you become..the devs are simply correcting it.